Mumble VOIP and PR (ongoing development)

General discussion of the Project Reality: BF2 modification.
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Rudd
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re: Mumble VOIP and PR (on going development)

Post by Rudd »

You simply need whispers set up to all the squad leaders and them to you.. Basic TS protocol
pubbers Nick...not PRT

The mumble setup allows load up and playn without all that ****, every TSserver is setup differently, requireing a load of bindings.
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DankE_SPB
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re: Mumble VOIP and PR (on going development)

Post by DankE_SPB »

if whole team in one channel you can ask closest medic to heal you, not shouting on whole map " i need a medic!!!!" or ask smbd to flank enemy etc, if you put whole team in 1 channel in TS.... you know what happen))
imo, it will be very good to mix TS and mumble
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erfrag
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re: Mumble VOIP and PR (on going development)

Post by erfrag »

there is a "Force Center Positin" that talks normal volume to all.
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Rudd
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re: Mumble VOIP and PR (on going development)

Post by Rudd »

rly? is that in the key settings?
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Tartantyco
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re: Mumble VOIP and PR (on going development)

Post by Tartantyco »

-NickO, why is this so hard to understand? The point is that you can communicate with players in close proximity to you without using the ingame VOIP(Which limits you to your squad) or VOIP software like Teamspeak(Which limits you to the players in your channel and player-set sub-groups that you can't just switch on the fly), regardless of whether you are in their squad. Mumble will facilitate inter-squad cooperation without blocking the VOIP for people to whom the information is irrelevant.

-Lets try to use an example:
Squad 1 and 2 are assaulting North City on Barracuda, Squad 3 is defending Docks, and Squad 4 is engaging an enemy squad south of Docks. Squads 1 and 2 need to communicate together, Squads 3 and 4 are relaying information between each other on enemy positions and so on. With Mumble Squads 1 and 2 can relay information between each other without flooding Squads 3 and 4's VOIP. And if it changes from Squad 1 and 2 to Squad 1 and 3 all of a sudden there would be no need to alter anything in the VOIP software as that is done automatically. The volume decrease over distance, as well as positional audio, would also improve communication to a large extent.

Using only ingame communications(VOIP and Chat) this would be cumbersome as inter-squad comms would be limited to Chat and a very delayed information relaying by the CO. Information passed very slow.
With TS or similar software it would be limited to channels and player-set sub-groups that you can't just switch on the fly. Information would be broadcast to more people than necessary, often blocking other transmissions that might be higher priority to a squad that has no use for the information provided.

With Mumble you can communicate with the people close to you, not flooding the transmissions of other Squads or players.
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Welshboy
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re: Mumble VOIP and PR (on going development)

Post by Welshboy »

Reminds me of Vietcong coop, was basicaly the same concept.
Wiman
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re: Mumble VOIP and PR (on going development)

Post by Wiman »

Doing some testing with myself and a few clanmates we found out that, atleast on kashan, the positional audio does not work. Could be an issue with the big 4km maps since we got it working on diffrent servers when the maps were running 1 and 2 km maps. And it is possible to increase the maxdistance by editing the dword value in the registry, still doing some testing on that one though.

Currently we've found that volume at 25%, min distance at 7m, max at 100 (or above with a change in the registry), rolloff 2.00 and Bloom at 0% works pretty decent in long ranges and in whisper range.
chimpyang
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re: Mumble VOIP and PR (on going development)

Post by chimpyang »

Apparently the mumble tema are going to work on having a cutoff post 100m, so that your voice wont carry albeit at a very low level, across the map
ReaperMAC
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re: Mumble VOIP and PR (on going development)

Post by ReaperMAC »

Tartantyco wrote:-NickO, why is this so hard to understand? The point is that you can communicate with players in close proximity to you without using the ingame VOIP(Which limits you to your squad) or VOIP software like Teamspeak(Which limits you to the players in your channel and player-set sub-groups that you can't just switch on the fly), regardless of whether you are in their squad. Mumble will facilitate inter-squad cooperation without blocking the VOIP for people to whom the information is irrelevant.

-Lets try to use an example:
Squad 1 and 2 are assaulting North City on Barracuda, Squad 3 is defending Docks, and Squad 4 is engaging an enemy squad south of Docks. Squads 1 and 2 need to communicate together, Squads 3 and 4 are relaying information between each other on enemy positions and so on. With Mumble Squads 1 and 2 can relay information between each other without flooding Squads 3 and 4's VOIP. And if it changes from Squad 1 and 2 to Squad 1 and 3 all of a sudden there would be no need to alter anything in the VOIP software as that is done automatically. The volume decrease over distance, as well as positional audio, would also improve communication to a large extent.

Using only ingame communications(VOIP and Chat) this would be cumbersome as inter-squad comms would be limited to Chat and a very delayed information relaying by the CO. Information passed very slow.
With TS or similar software it would be limited to channels and player-set sub-groups that you can't just switch on the fly. Information would be broadcast to more people than necessary, often blocking other transmissions that might be higher priority to a squad that has no use for the information provided.

With Mumble you can communicate with the people close to you, not flooding the transmissions of other Squads or players.
Exactly, we wouldn't be suggest the use of mumble if it were any other VOIP program like TS or Ventrilo.
Dr2B Rudd wrote:rly? is that in the key settings?
Configure > Settings > Shortcuts
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Spaz
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re: Mumble VOIP and PR (on going development)

Post by Spaz »

I'm going to test this out when I get home from work, sound really cool.

It would be great if this becomes one of does things everyone have when playing PR.
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Wiman
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re: Mumble VOIP and PR (on going development)

Post by Wiman »

A solution to the limited maxdistance causing same audio levels on any distance above 100m is in the works.

SourceForge.net: Mumble: Detail: 2579164 - Improved PA volume attenuation
Scot
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re: Mumble VOIP and PR (on going development)

Post by Scot »

Yeah, as Cool said, I was trying it last night, and just go so pissed because I was hearing everyone everywhere even when my settings were exactly the same as other peoples' and they had positional audio. If all the settings are working, then it should be good :D
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Salah ad Din
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re: Mumble VOIP and PR (on going development)

Post by Salah ad Din »

Since this thing is open source, is there any way that some of our C++ geniuses here on the Forums can make a whisper function?
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Sundance Kid
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re: Mumble VOIP and PR (on going development)

Post by Sundance Kid »

downloaded it...seems pretty nice


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gazzthompson
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re: Mumble VOIP and PR (on going development)

Post by gazzthompson »

being open source, can DEVs release a client with PR download that forces and dose not allow client to change certain settings? so every one has same and cant change them to get advantage ?
Tartantyco
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re: Mumble VOIP and PR (on going development)

Post by Tartantyco »

gazzthompson wrote:being open source, can DEVs release a client with PR download that forces and dose not allow client to change certain settings? so every one has same and cant change them to get advantage ?
-According to CodeRedFox's previous post they're trying to do exactly that.
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Wiman
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re: Mumble VOIP and PR (on going development)

Post by Wiman »

New SVN snapshot out with the supposed fix, trying it out a.w.s.
ReaperMAC
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re: Mumble VOIP and PR (on going development)

Post by ReaperMAC »

Scot wrote:Yeah, as Cool said, I was trying it last night, and just go so pissed because I was hearing everyone everywhere even when my settings were exactly the same as other peoples' and they had positional audio. If all the settings are working, then it should be good :D
Cause you're doing it wrong? :p , are you sure you set it up correctly?
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